Claw of Konjoshu (5e Subclass)
Claw of Konjoshu[edit]
Fighter Subclass
Living off the coast of the island of Obakuto are Konjoshu and Teishukune, two powerful brother dragon turtle spirits locked in a centuries-long struggle. Konjoshu values peace and aims to protect the islands around his home from evil, whereas his older brother, Teishukune, wants nothing but power. Occasionally, either may bestow a fraction of his power upon one he deems worthy, which is usually a sailor or a human living on the island. Konjoshu uses his followers, known as Claws of Konjoshu, to help dispatch malicious spirits and drive sea monsters and pirates away from islands and ports while he's busy fighting his brother. As Konjoshu's disciple, you are a bastion of nature, seeking to keep the mortal realm in balance.
Claws of Konjoshu are viewed as unreliable in many settlements due to their allegiance to nature rather than civilization. Specifically, they often choose not to "interfere" when natural disasters strike. Consider what your character's opinion on this is and what your reputation with the locals is like.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in Intelligence (Medicine) and with the herbalism kit.
- Konjoshu's Shell
Starting at 3rd level, you have the ability to assume a form similar to Konjoshu's own to protect those around you. You can enter this empowered form as a bonus action on your turn, which lasts for 1 minute or until you choose to end it at any time (no action required). While transformed, you gain a bonus to your AC equal to your Intelligence modifier (minimum of +1), and you can breathe underwater. Once you use this feature, you can’t use it again until you finish a short rest.
- Cleansing Breath
At level 7, you can heal others by breathing purifying steam on them. When you use Second Wind, you may restore another creature's hit points instead of your own out to a range of 30 feet. You must be able to see the creature, and they can't be behind half, three-quarters, or full cover.
- Wind Stride
By level 10, you are better at harnessing the air to protect others. You may take the dash action as a bonus action, provided you end your turn within 5 feet of an ally. You may also spend a use of Second Wind as part of the same bonus action, targeting the creature who you end your turn next to.
- Improved Cleansing Breath
When you reach 15th level, you are better at channelling Konjoshu's might through yourself. You may use Second Wind a number of times equal to your Intelligence modifier (minimum of twice), and you regain all expended uses of it when you finish a short rest.
- Brotherly Wards
By 18th level, you have become one of Konjoshu's most powerful servants and are adept at standing up to his brother's fighters. You are immune to fire damage and to the frightened and charmed conditions.
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